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//========= Copyright Valve Corporation, All rights reserved. ============//
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/* Example how to plug this into an existing shader:
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In the VMT:
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// Emissive Scroll Pass
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"$emissiveBlendEnabled" "1" // Enables effect
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"$emissiveBlendTexture" "models/vortigaunt/vortigaunt_illum"
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"$emissiveBlendBaseTexture" "Models/Vortigaunt/vortigaunt_blue"
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"$emissiveBlendFlowTexture" "models/vortigaunt/vortigaunt_flow"
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"$emissiveBlendTint" "[10 10 10]"
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"$emissiveBlendStrength" "1.0" // Set by game code
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"$emissiveBlendScrollVector" "[0.11 0.124]"
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"Proxies"
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{
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"VortEmissive" // For setting $selfillumstrength
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{
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}
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}
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#include "emissive_scroll_blended_pass_helper.h"
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In BEGIN_SHADER_PARAMS:
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// Emissive Scroll Pass
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SHADER_PARAM( EMISSIVEBLENDENABLED, SHADER_PARAM_TYPE_BOOL, "0", "Enable emissive blend pass" )
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SHADER_PARAM( EMISSIVEBLENDBASETEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" )
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SHADER_PARAM( EMISSIVEBLENDSCROLLVECTOR, SHADER_PARAM_TYPE_VEC2, "[0.11 0.124]", "Emissive scroll vec" )
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SHADER_PARAM( EMISSIVEBLENDSTRENGTH, SHADER_PARAM_TYPE_FLOAT, "1.0", "Emissive blend strength" )
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SHADER_PARAM( EMISSIVEBLENDTEXTURE, SHADER_PARAM_TYPE_TEXTURE, "", "self-illumination map" )
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SHADER_PARAM( EMISSIVEBLENDTINT, SHADER_PARAM_TYPE_COLOR, "[1 1 1]", "Self-illumination tint" )
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Add this above SHADER_INIT_PARAMS()
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// Emissive Scroll Pass
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void SetupVarsEmissiveScrollBlendedPass( EmissiveScrollBlendedPassVars_t &info )
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{
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info.m_nBlendStrength = EMISSIVEBLENDSTRENGTH;
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info.m_nBaseTexture = EMISSIVEBLENDBASETEXTURE;
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info.m_nFlowTexture = -1; // Not used in DX8
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info.m_nEmissiveTexture = EMISSIVEBLENDTEXTURE;
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info.m_nEmissiveTint = EMISSIVEBLENDTINT;
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info.m_nEmissiveScrollVector = EMISSIVEBLENDSCROLLVECTOR;
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}
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In SHADER_INIT_PARAMS()
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// Emissive Scroll Pass
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if ( !params[EMISSIVEBLENDENABLED]->IsDefined() )
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{
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params[EMISSIVEBLENDENABLED]->SetIntValue( 0 );
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}
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else if ( params[EMISSIVEBLENDENABLED]->GetIntValue() )
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{
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EmissiveScrollBlendedPassVars_t info;
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SetupVarsEmissiveScrollBlendedPass( info );
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InitParamsEmissiveScrollBlendedPass( this, params, pMaterialName, info );
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}
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In SHADER_INIT
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// Emissive Scroll Pass
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if ( params[EMISSIVEBLENDENABLED]->GetIntValue() )
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{
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EmissiveScrollBlendedPassVars_t info;
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SetupVarsEmissiveScrollBlendedPass( info );
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InitEmissiveScrollBlendedPass( this, params, info );
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}
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At the very end of SHADER_DRAW
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// Emissive Scroll Pass
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if ( params[EMISSIVEBLENDENABLED]->GetIntValue() )
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{
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// If ( snapshotting ) or ( we need to draw this frame )
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if ( ( pShaderShadow != NULL ) || ( params[EMISSIVEBLENDSTRENGTH]->GetFloatValue() > 0.0f ) )
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{
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EmissiveScrollBlendedPassVars_t info;
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SetupVarsEmissiveScrollBlendedPass( info );
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DrawEmissiveScrollBlendedPass( this, params, pShaderAPI, pShaderShadow, info );
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}
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else // We're not snapshotting and we don't need to draw this frame
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{
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// Skip this pass!
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Draw( false );
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}
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}
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==================================================================================================== */
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#include "BaseVSShader.h"
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#include "mathlib/vmatrix.h"
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#include "emissive_scroll_blended_pass_helper.h"
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#include "convar.h"
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// Auto generated inc files
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#include "emissive_scroll_blended_pass_dx8_vs11.inc"
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void InitParamsEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, const char *pMaterialName, EmissiveScrollBlendedPassVars_t &info )
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{
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SET_FLAGS2( MATERIAL_VAR2_SUPPORTS_HW_SKINNING );
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if ( ( info.m_nEmissiveScrollVector >= 0 ) && ( !params[info.m_nEmissiveScrollVector]->IsDefined() ) )
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{
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params[info.m_nEmissiveScrollVector]->SetVecValue( kDefaultEmissiveScrollVector, 4 );
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}
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if ( ( info.m_nBlendStrength >= 0 ) && ( !params[info.m_nBlendStrength]->IsDefined() ) )
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{
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params[info.m_nBlendStrength]->SetFloatValue( kDefaultEmissiveBlendStrength );
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}
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if ( ( info.m_nEmissiveTint >= 0 ) && ( !params[info.m_nEmissiveTint]->IsDefined() ) )
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{
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params[info.m_nEmissiveTint]->SetVecValue( kDefaultEmissiveTint, 4 );
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}
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SET_PARAM_FLOAT_IF_NOT_DEFINED( info.m_nTime, 0.0f );
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}
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void InitEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, EmissiveScrollBlendedPassVars_t &info )
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{
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// Load textures
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pShader->LoadTexture( info.m_nBaseTexture );
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pShader->LoadTexture( info.m_nEmissiveTexture );
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}
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void DrawEmissiveScrollBlendedPass( CBaseVSShader *pShader, IMaterialVar** params, IShaderDynamicAPI *pShaderAPI,
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IShaderShadow* pShaderShadow, EmissiveScrollBlendedPassVars_t &info, VertexCompressionType_t vertexCompression )
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{
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SHADOW_STATE
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{
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// Reset shadow state manually since we're drawing from two materials
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pShader->SetInitialShadowState();
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// Set stream format
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pShaderShadow->VertexShaderVertexFormat( VERTEX_POSITION | VERTEX_NORMAL, 1, 0, 0 );
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// Vertex Shader
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emissive_scroll_blended_pass_dx8_vs11_Static_Index vshIndex;
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pShaderShadow->SetVertexShader( "emissive_scroll_blended_pass_dx8_vs11", vshIndex.GetIndex() );
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// Pixel Shader
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pShaderShadow->SetPixelShader( "emissive_scroll_blended_pass_dx8_ps11", 0 );
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// Textures
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pShaderShadow->EnableTexture( SHADER_SAMPLER0, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER1, true );
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pShaderShadow->EnableTexture( SHADER_SAMPLER2, true );
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// Blending
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pShader->EnableAlphaBlending( SHADER_BLEND_ONE, SHADER_BLEND_ONE );
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pShaderShadow->EnableAlphaWrites( false );
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}
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DYNAMIC_STATE
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{
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// Reset render state manually since we're drawing from two materials
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pShaderAPI->SetDefaultState();
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// Set Vertex Shader Combos
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emissive_scroll_blended_pass_dx8_vs11_Dynamic_Index vshIndex;
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vshIndex.SetSKINNING( pShaderAPI->GetCurrentNumBones() > 0 );
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pShaderAPI->SetVertexShaderIndex( vshIndex.GetIndex() );
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// Set Vertex Shader Constants
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pShader->SetVertexShaderTextureTransform( VERTEX_SHADER_SHADER_SPECIFIC_CONST_0, BASETEXTURETRANSFORM );
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float vEmissiveScrollVector[4] = { kDefaultEmissiveScrollVector[0], kDefaultEmissiveScrollVector[1], 0.0f, 0.0f };
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if ( IS_PARAM_DEFINED( info.m_nEmissiveScrollVector ) )
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{
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const float *flPtr = params[info.m_nEmissiveScrollVector]->GetVecValue();
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if ( flPtr != NULL )
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{
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vEmissiveScrollVector[0] = flPtr[0];
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vEmissiveScrollVector[1] = flPtr[1];
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}
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}
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float curTime = IS_PARAM_DEFINED( info.m_nTime ) && params[info.m_nTime]->GetFloatValue() > 0.0f ? params[info.m_nTime]->GetFloatValue() : pShaderAPI->CurrentTime();
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float selfIllumScroll[4] = { vEmissiveScrollVector[0] * curTime, vEmissiveScrollVector[1] * curTime, 0.0f, 0.0f };
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pShaderAPI->SetVertexShaderConstant( VERTEX_SHADER_SHADER_SPECIFIC_CONST_4, selfIllumScroll, 1 );
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// Set Pixel Shader Combos
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/* None */
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// Bind textures
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pShader->BindTexture( SHADER_SAMPLER0, info.m_nBaseTexture );
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pShader->BindTexture( SHADER_SAMPLER1, info.m_nEmissiveTexture );
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// Set Pixel Shader Constants (Copied from vortwarp code)
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pShader->SetModulationPixelShaderDynamicState( 3 );
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pShader->EnablePixelShaderOverbright( 0, true, true );
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pShaderAPI->SetPixelShaderConstant( 1, IS_PARAM_DEFINED( info.m_nEmissiveTint ) ? params[info.m_nEmissiveTint]->GetVecValue() : kDefaultEmissiveTint, 1 );
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float c4[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; // NOTE: w is written to dest alpha
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c4[0] = IS_PARAM_DEFINED( info.m_nBlendStrength ) ? params[info.m_nBlendStrength]->GetFloatValue() : kDefaultEmissiveBlendStrength;
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c4[1] = c4[0];
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c4[2] = c4[0];
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pShaderAPI->SetPixelShaderConstant( 4, c4, 1 );
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float c5[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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pShaderAPI->SetPixelShaderConstant( 5, c5, 1 );
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}
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pShader->Draw();
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}
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